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David Scott

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Everything posted by David Scott

  1. Ants are intentionally omitted otherwise the bestiary would be a multi-volume purchase full of stuff that's of no use for adventures. If you want giant ants, they are in the Gateway Bestiary, page 5, there' also an example of one in Griffin Mountain. The Gateway Bestiary also has rules for insect hive minds, soldier and worker ants. You can find the contents of all the available bestiaries here: RuneQuest Glorantha Bestiary (2019) Gateway Bestiary (1980, 2018) Anaxial’s Roster – Not Enough Room in the Ark (2004) (NOT RQ, but online) Not available Gloranthan Bestiary (1988) Anaxial’s Roster (2000) (NOT RQ) MGP8135 Monsters II (2008) MGP8103 Monsters (2006) AH857 RuneQuest Deluxe Edition – Book 4 Index – Creatures Book (1985) Book 5 lists non-Gloranthan creatures in book 4 and Glorantha specific Chaos Creatures and Elder Races (without stats except for Dragonewts).
  2. Looking at the tribal map here, it could be an error given the location of the Olontongi: https://wellofdaliath.chaosium.com/the-holy-country-after-1616/ perhaps @Jeff could clarify?
  3. This weeks British Museum post is about the making of a new statue of Kali for their Feminine power: the divine to the demonic exhibition. https://blog.britishmuseum.org/feminine-power-welcoming-a-new-goddess-kali-icon/ It has some excellent insight into the artist's colouring of the statue, as well as images of it's construction. Great video too. I especially like the idea of the Ganges clay within the statue, this could be echoed with moon rock inside a Red Goddess statue or earth from beneath the temple in Nochet for an Ernalda statue. It also has great potential for an adventurer' s own votive image.
  4. RQG: As per Summon Spirit of Law in Core Rules / The Red Book of Magic, it enters spirit combat with the chaos creature (at on average 65%), if it wins the target will fall unconscious (zero mps). Spirits of Law are excellent in combat as the victim is likely fighting physically as well as with spirit combat, which is really difficult. RQ2:Cults of Prax has exactly the same wording as RQG, except with RQ2 spirit combat uses POW, and if their POW was reduced to zero, they cease to exist. RQ3's Gods of Glorantha, says Any chaotic being which is reduced to 0 magic points by a spirit of law is immediately and permanently destroyed.
  5. Great article from Ancient Origins, on the Dispilio Tablet. The article contains this image showing glyphs from the tablet in comparison with Linear A and other Paleo European clay tablets, that seem to show parts of the Dara Happan Sacred Alphabet, Gloranthan Runes, and Hero Wars era Glyphs on it on it: Samples of the carved signs on the wooden Dispilio tablet and other clay finds discovered at the site (a) as compared to Linear A signs (b) and signs found on Paleo European clay tablets (c). (Yorgos Facorellis / CC BY 3.0 ) For comparison see: Excerpt – Appendix E: Dara Happan Sacred Alphabet Khordavan Font Runes and Glyphs used on this site
  6. The Lowfire subcult of Gustbran, worshiped by potters and bronze-workers. Teaches craft skills, has limited common magic, but initiates have access to enchantments. Has only God-talkers as Rune levels. Associated with Ernalda, Issaries and Lodril. For the Malani, the nearest guild will be in Jonstown (guild = cult).
  7. The two main refs are: and Given that the city was trapped, we can assume that the dwarfs were unable to remove most of the troublesome materials or the city would be just a ghost town, like Whitewall. They've carted off all of the magic materials, and Nilmergs have long since destroyed what every was missed. It's all in a warehouse waiting to be curated, recycled or just identified as a world machine part (Warehouse 13, Indiana Jones, etc). Nilmergs have long since destroyed what every was left. So it must be the actual structure itself that is problematic. I imagine the city above to be mostly ruined - collapsed towers and domes, shattered columns, blocked and flood areas. Lower areas have survived better, but the dwarfs deliberately collapsed and flooded the subsea tunnels. Now think very big... The very problematic areas are where the city enters or connects the other side. Portals and meta-magical ducts that diectly connect to Yelm that powered the forges, basements that are actually in the Underworld. Huge summoning grids once powered by shackled gods, but now containing trapped entities bleeding in from Spirit World (and the souls of dead adventurers. The deep bore that funnelled material directly from the Chaosium into the forges to make the weapons is still there as it can't be blocked. Kilometre high Adamantine capacitors made from plundered parts of the Spike, that can't be disconnected from a mana tap in the Green Age. These and many other installations are tied in deeply to the structure of the world machine. The enchantments involved to either break, block or render harmless the structures are just too large to deal with at the moment (the moment being 700 years or so). The Dwarfs are dealing with many other large projects - like preparing the chain. I'm not sure which is really more deadly, the dwarf traps or the what's left behind. The flooded areas are likely have some huge sea monsters bound to the area (per Call Monster and its example). I see the dwarf traps as being there to stop idiots trying to use the remaining structures. I suspect they are the equivalent of large sorcery spells, with the duration set to 100s of years, many likely powered by the very things they are set to trap. Simple things like glued floors that tap you to nothing, Death magics that trap your soul, to act like a hungry ghost (along with all the others). Overall the Clanking City is much worse and much more impenetrable than the Big Rubble.
  8. There is evidence of penguins: You can encounter penguin spirits in the RQG Bestiary See penguins in Count Felagga’s Mystic Menagerie in WF #15 Even the original Trolpak has a penguin feather quill pen
  9. In my Dwarf Prax adventure, the whole of outpost 37 (a huge sphere) returns to the Greatway through its dedicated underground tunnel pulled by dinosaurs (per the dino/dwarf illo in the Guide). The circular tunnel is 1000m in diameter, to allow for the jolanti distribution system.
  10. Iron dwarfs are stored in stasis and deployed when needed. The world machine has a fast dwarf dispensing system. The only system that comes near it are the Star Wars droid dropships.
  11. Camels exist, as a result of the Boggles There are a few left on top of the Shadow Plateau.
  12. I'd suggest asking @Ian A. Thomson for more info and if it will be republished. It was in Legacy of Pavis Here's @AndreJarosch's blurb on it from the Chaos Society website (machine translated): The beige cover already indicates the dreary environment and the old age of Pavis. The interplay of two drawing styles characterises this picture. Is there more to know about Pavis, to convert even more game material from RQ to Hero Wars, even more implied adventure ideas that need to be processed into episodes here? But yes! In "Worshipping Pavis", the cult of Pavis from "Pavis & Big Rubble" is converted to Hero Wars and gets more depth through subcults. "The Flintnail Dwarves" does its own with the organisation of the Mostali, who follow Flintnail. The nobles in AltPavis, today's Big Rubble, or part of it, are described: "The Noble Families of Manside" 13 hero groups and organisations in the Big Rubble are listed, including the gang of Griselda and Wolfhead. This is followed by scenario ideas, NPCs and narrator characters, objects, minor clues and location descriptions (including maps). Too many small articles to list all here by name or content. "The New Pavis Knowledge Temple" shows the internal confusion in the local Lhankor Mhy Temple. Anyone who believes in the temple of Jonstadt will go a lot under it, should not even play with the idea of going to the Pavis Temple. "Kakstan"'s Art Museum", a scenario that was already announced in 1978 (and that, if it had appeared at that time, would probably be completely different). An adventure in the Big Rubble! An article about Lunar Agents in Pavis, a subsequent map for "Masks of Pavis" and a mini comic conclude the booklet. A lot of material that sometimes threatens to kill you (also in the layout). A more generous layout would certainly have done the book good, but then probably not all the information would have fit in and there would have been one more booklet (except for the already announced "Shadows of Pavis"). Pavis is one of the most detailed cities in the role-playing world. This may be a little too much of honour for a city on the verge of nothingness, surrounded by unimportant nomadic peoples, but Pavis is wrong if you think it has become obsolete as a game background after the cessation of RuneQuest, in the age of Hero Wars role-playing game. Far too many details have not yet been described in the older supplements, so much RQ information has not yet been converted to Hero Wars. The Legacy of Pavis von Ian Thomson und Freunde Chaos Society; 2002 130 Seiten; OUT OF PRINT
  13. If you've not played the Broken Tower, you won't understand, but if you have you will recognise when the players meet the main protagonist.
  14. I often wondered about where the Syndic's Ban came from. The phrase appears in Wycliffe Ballads, a long piece of biographical poetry: Quick! burn all such books and papers As might aid the Syndic's ban, Which you find within my chambers :" Thus the hurried message ran. I never asked Greg about this, so it amuses me to think he read this and just noted it down as a cool thing to use at some point. The Syndic's Ban (singular, belonging to the syndic) as it appeared in Greg's typed notes also appears later as Syndics Ban (just plural), it appears to have lost it's apostrophe completely in the Guide. The syndic of the poem controlled the Sorbonne and had the king's ear, so going back to a singular Syndic, I think it was the High priest of the God of the Silver Feet, backed by what remained of the cult. (syndic as religious controller). just a flight of fancy...
  15. Yes It's covered on GtG 145, Temples to a single deity were unable to communicate with each other, even through the deity. There's more info on the ban there too. If those with Guided Teleportation had a place outside their regional Ban, then they were likely those who found themselves back at their starting place with a time difference or went in and never came out. For those with just Teleportation, Sighting for this spell must be done visually. So they would fall into the went in and never came out group.
  16. The description says creates a magical missile, so it's not an actual corporeal manufactured artifact. Magical missile in my mind looks like a glowing streak with a tail, like the illustration on page 78 of the red book of magic for shooting star, but not as showy. It works the same way a spirit becoming corporate, corporate spirits can physically attack, similar to spirit combat causing physical damage and of course the spirit powers of Bite, Spirit Dart and Spirit Weapon. So Multimissiles are a temporary corporate spirit magic, after they hit, they disperse back into the spirit world. No.
  17. Sabertooths (called Sakkar by the Pelorians) are the children of Sakkar, the God of Fear and Hunter of Men from Doblian (GtG 312, and on the God's Wall 678). Hsa tiger Hsunchen are the children of Longhsa Shan Mountain: The Dragon Tiger Mountain is the mother of the Hsa Tiger People of Kralorela and Teshnos. (GtG 271). Similar to Yinkin and Kero Fin. I also suggest looking at Greg Sez: Rathori Creation Myth
  18. Given that Basmol and Basmola are the parents of lions, other mothers are likely easily made - Rathora (in older texts), Telmora (in older texts) and we know who Yinkin's mother is.
  19. Don't forget the Holy Country Regional Activity table on page 251 of the Guide.
  20. The Enjossi are covered in the GM Screen Pack adventure book as they are one of the Colymar clans. That have a Minor temple Ernalda, Minor temple Orlanth and a Minor temple Engizi. Beyond that, I would look at the clan cult break downs here: https://wellofdaliath.chaosium.com/the-tribes-of-sartar-1625-1626/ Given they are a small clan of 600 (not the 900 average) you'd get: Of those 400 adults, about 130 are initiates of Orlanth, another 130 are initiates of Ernalda. 20 are initiates of Yelmalio, and 20 are initiates of the Seven Mothers. 12 are initiates of Issaries and 12 are initiates of Humakt. 8 each are initiates of Chalana Arroy, Lhankor Mhy, Daka Fal, and Storm Bull. There are 4 initiates each of Maran Gor, Babeester Gor, and Eurmal. There are another 20 initiates who fall into the none of the above category. I'd add the 20 others to Engizi, to make up the numbers, its likely attended by the other clans bordering the river.
  21. Puffin keet Shaman's rattle (Pitt Rivers) This kind of rattle is quite common, where the jangly bits are made from the shaman's fetch or power animal parts (real life version, not the spirit). So hooves, pieces of bone and antler, beaks, teeth, are normal.
  22. An inscribed spell grimoire (Pitt Rivers) On copper (gives +10% chance to any spell using the Earth rune), each triangle has a spell in it.
  23. Duck decorative edging for a tray (Ashmolean museum, Oxford) Ritual Copper tray, presented to Argrath on him becoming Price of Sartar by the High Priestess of the Ducks.
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